96 lines
2.4 KiB
Ruby
96 lines
2.4 KiB
Ruby
# Food and plants decay, and vanish after a few months
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=begin
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deterioratefood
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===============
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Somewhere between a "mod" and a "fps booster", with a small impact on
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vanilla gameplay.
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With this script running, all food and plants wear out and disappear
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after several months. Barrels and stockpiles will keep them from
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rotting, but it won't keep them from decaying. No more sitting on a
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hundred years worth of food. No more keeping barrels of pig tails
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sitting around until you decide to use them. Either use it, eat it,
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or lose it. Seeds, are excluded from this, if you aren't planning on
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using your pig tails, hold onto the seeds for a rainy day.
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This script is...pretty far reaching. However, almost all long
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running forts I've had end up sitting on thousands and thousands of
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food items. Several thousand cooked meals, three thousand plump
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helmets, just as many fish and meat. It gets pretty absurd. And your
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FPS doesn't like it.
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Usage: ``deterioratefood (start|stop)``
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=end
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class DeteriorateFood
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def initialize
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end
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def process
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return false unless @running
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items = [df.world.items.other[:FISH],
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df.world.items.other[:FISH_RAW],
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df.world.items.other[:EGG],
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df.world.items.other[:CHEESE],
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df.world.items.other[:PLANT],
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df.world.items.other[:PLANT_GROWTH],
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df.world.items.other[:FOOD]]
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items.each { |type|
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type.each { |i|
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i.wear_timer += 1
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if (i.wear_timer > 24 + rand(8))
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i.wear_timer = 0
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i.wear += 1
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end
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if (i.wear > 3)
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i.flags.garbage_collect = true
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end
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}
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}
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end
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def start
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@onupdate = df.onupdate_register('deterioratefood', 1200, 1200) { process }
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@running = true
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puts "Deterioration of food commencing..."
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end
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def stop
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df.onupdate_unregister(@onupdate)
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@running = false
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end
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def status
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@running ? 'Running.' : 'Stopped.'
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end
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end
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case $script_args[0]
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when 'start'
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if ($DeteriorateFood)
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$DeteriorateFood.stop
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end
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$DeteriorateFood = DeteriorateFood.new
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$DeteriorateFood.start
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when 'end', 'stop'
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$DeteriorateFood.stop
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else
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if $DeteriorateFood
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puts $DeteriorateFood.status
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else
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puts 'Not loaded.'
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end
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end |